-vec_t ray_intersect_triangle(const ray_t *ray, qboolean bCullBack, const vec3_t vert0, const vec3_t vert1, const vec3_t vert2)
-{
- float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
- float det,inv_det;
- float u, v;
- vec_t depth = (vec_t)FLT_MAX;
-
- /* find vectors for two edges sharing vert0 */
- VectorSubtract(vert1, vert0, edge1);
- VectorSubtract(vert2, vert0, edge2);
-
- /* begin calculating determinant - also used to calculate U parameter */
- CrossProduct(ray->direction, edge2, pvec);
-
- /* if determinant is near zero, ray lies in plane of triangle */
- det = DotProduct(edge1, pvec);
-
- if (bCullBack == qtrue)
- {
- if (det < EPSILON)
- return depth;
-
- // calculate distance from vert0 to ray origin
- VectorSubtract(ray->origin, vert0, tvec);
-
- // calculate U parameter and test bounds
- u = DotProduct(tvec, pvec);
- if (u < 0.0 || u > det)
- return depth;
-
- // prepare to test V parameter
- CrossProduct(tvec, edge1, qvec);
-
- // calculate V parameter and test bounds
- v = DotProduct(ray->direction, qvec);
- if (v < 0.0 || u + v > det)
- return depth;
-
- // calculate t, scale parameters, ray intersects triangle
- depth = DotProduct(edge2, qvec);
- inv_det = 1.0f / det;
- depth *= inv_det;
- //u *= inv_det;
- //v *= inv_det;
- }
- else
- {
- /* the non-culling branch */
- if (det > -EPSILON && det < EPSILON)
- return depth;
- inv_det = 1.0f / det;
-
- /* calculate distance from vert0 to ray origin */
- VectorSubtract(ray->origin, vert0, tvec);
-
- /* calculate U parameter and test bounds */
- u = DotProduct(tvec, pvec) * inv_det;
- if (u < 0.0 || u > 1.0)
- return depth;
-
- /* prepare to test V parameter */
- CrossProduct(tvec, edge1, qvec);
-
- /* calculate V parameter and test bounds */
- v = DotProduct(ray->direction, qvec) * inv_det;
- if (v < 0.0 || u + v > 1.0)
- return depth;
-
- /* calculate t, ray intersects triangle */
- depth = DotProduct(edge2, qvec) * inv_det;
- }
- return depth;
-}
+vec_t ray_intersect_triangle( const ray_t *ray, qboolean bCullBack, const vec3_t vert0, const vec3_t vert1, const vec3_t vert2 ){
+ float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
+ float det,inv_det;
+ float u, v;
+ vec_t depth = (vec_t)FLT_MAX;
+
+ /* find vectors for two edges sharing vert0 */
+ VectorSubtract( vert1, vert0, edge1 );
+ VectorSubtract( vert2, vert0, edge2 );
+
+ /* begin calculating determinant - also used to calculate U parameter */
+ CrossProduct( ray->direction, edge2, pvec );
+
+ /* if determinant is near zero, ray lies in plane of triangle */
+ det = DotProduct( edge1, pvec );
+
+ if ( bCullBack == qtrue ) {
+ if ( det < EPSILON ) {
+ return depth;
+ }
+
+ // calculate distance from vert0 to ray origin
+ VectorSubtract( ray->origin, vert0, tvec );
+
+ // calculate U parameter and test bounds
+ u = DotProduct( tvec, pvec );
+ if ( u < 0.0 || u > det ) {
+ return depth;
+ }